I\'d like to get access to the main (O开发者_运维技巧penGL) screen in Android to implement some overlay 3D effects.
Hy folks, I\'m working on an animation in opengl es. The animation should draw squares. This works already, but how can I copy the content from the Framebuffer into the renderbuffer, the problem is t
When I try to attach a texture to a framebuffer, glCheckFramebufferStatus reports GL_FRAMEBUFFER_UNSUPPORTED for certain texture sizes.I\'ve tested on both a 2nd and 4th generation iPod Touch.The size
I\'m rendering my scene to a texture. This works fine except that depth testing does not work. How do I enable depth testing if rendering to an offscreen texture? I\'m using the FrameBuffer class http
My application is dependent on reading depth information back from the framebuffer. I\'ve implemented this with glReadPixels(0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, &depth_data)
As far as I understand sending a texture to OGLES2 is done using GLUtils.texImage2D, 开发者_Go百科i.e. I upload the texture to the GPU. How do I send it back to Android then (download it from the GPU)
I tried : process = Runtime.getRuntime().exec(\"su -c cat /dev/graphics/fb0 > /sdcard/frame.raw\");
I was recently struck by a curious idea to take input from /dev/urandom, convert relevant characters to random integers, and use those integers as the rgb/x-y values for pixels to paint onto the scree
My goal is to be able to scale textures when they are loaded, so I don\'t have to do it on every frame the sprite gets rendered. I figured the best method would be to render the scaled texture onto an
I\'m messing around with the framebuffer with OpenGL and JOGL. I have a Graphics obje开发者_Python百科ct, in which I draw.